capri/addons/godot_state_charts/state_chart.gd
2025-03-01 17:50:05 -05:00

310 lines
12 KiB
GDScript

@icon("state_chart.svg")
@tool
## This is statechart. It contains a root state (commonly a compound or parallel state) and is the entry point for
## the state machine.
class_name StateChart
extends Node
## The the remote debugger
const DebuggerRemote = preload("utilities/editor_debugger/editor_debugger_remote.gd")
## The state chart utility class.
const StateChartUtil = preload("utilities/state_chart_util.gd")
## Emitted when the state chart receives an event. This will be
## emitted no matter which state is currently active and can be
## useful to trigger additional logic elsewhere in the game
## without having to create a custom event bus. It is also used
## by the state chart debugger. Note that this will emit the
## events in the order in which they are processed, which may
## be different from the order in which they were received. This is
## because the state chart will always finish processing one event
## fully before processing the next. If an event is received
## while another is still processing, it will be enqueued.
signal event_received(event:StringName)
@export_group("Debugging")
## Flag indicating if this state chart should be tracked by the
## state chart debugger in the editor.
@export var track_in_editor:bool = false
## If set, the state chart will issue a warning when trying to
## send an event that is not configured for any transition of
## the state chart. It is usually a good idea to leave this
## enabled, but in certain cases this may get in the way so
## you can disable it here.
@export var warn_on_sending_unknown_events:bool = true
@export_group("")
## Initial values for the expression properties. These properties can be used in expressions, e.g
## for guards or transition delays. It is recommended to set an initial value for each property
## you use in an expression to ensure that this expression is always valid. If you don't set
## an initial value, some expressions may fail to be evaluated if they use a property that has
## not been set yet.
@export var initial_expression_properties:Dictionary = {}
## The root state of the state chart.
var _state:StateChartState = null
## This dictonary contains known properties used in expression guards. Use the
## [method set_expression_property] to add properties to this dictionary.
var _expression_properties:Dictionary = {
}
## A list of pending events
var _queued_events:Array[StringName] = []
## Whether or not a property change is pending.
var _property_change_pending:bool = false
## Whether or not a state change occured during processing and we need to re-run
## automatic transitions that may have been triggered by the state change.
var _state_change_pending:bool = false
## Flag indicating if the state chart is currently processing.
## Until a change is fully processed, no further changes can
## be introduced from the outside.
var _locked_down:bool = false
var _queued_transitions:Array[Dictionary] = []
var _transitions_processing_active:bool = false
var _debugger_remote:DebuggerRemote = null
var _valid_event_names:Array[StringName] = []
## A trigger type that defines events that can trigger a transition.
enum TriggerType {
## No trigger type. This usually should not happen and is used as a default value.
NONE = 0,
## The transition will be triggered by an event.
EVENT = 1,
## The transition is automatic and thus will be triggered when the state is entered.
STATE_ENTER = 2,
## The transition is automatic and will be triggered by a property change.
PROPERTY_CHANGE = 4,
## The transition is automatic and will be triggered by a state change.
STATE_CHANGE = 8,
}
func _ready() -> void:
if Engine.is_editor_hint():
return
# check if we have exactly one child that is a state
if get_child_count() != 1:
push_error("StateChart must have exactly one child")
return
# check if the child is a state
var child:Node = get_child(0)
if not child is StateChartState:
push_error("StateMachine's child must be a State")
return
# in debug builds, collect a list of valid event names
# to warn the developer when using an event that doesn't
# exist.
if OS.is_debug_build():
_valid_event_names = StateChartUtil.events_of(self)
# set the initial expression properties
if initial_expression_properties != null:
for key in initial_expression_properties.keys():
if not key is String and not key is StringName:
push_error("Expression property names must be strings. Ignoring initial expression property with key ", key)
continue
_expression_properties[key] = initial_expression_properties[key]
# initialize the state machine
_state = child as StateChartState
_state._state_init()
# We wait one frame before entering initial state, so
# parents of the state chart have a chance to run their
# _ready methods first and not get events from the state
# chart while they have not yet been initialized
_enter_initial_state.call_deferred()
# if we are in an editor build and this chart should be tracked
# by the debugger, create a debugger remote
if track_in_editor and OS.has_feature("editor") and not Engine.is_editor_hint():
_debugger_remote = DebuggerRemote.new(self)
# add the remote as a child, so it gets cleaned up when the state
# chart is deleted
add_child(_debugger_remote)
func _enter_initial_state():
# https://github.com/derkork/godot-statecharts/issues/143
# make sure that transitions resulting from state_enter handlers still
# adhere our transactional processing
_transitions_processing_active = true
_locked_down = true
# enter the state
_state._state_enter(null)
# run any queued transitions that may have come up during the enter
_run_queued_transitions()
# run any queued external events that may have come up during the enter
_run_changes()
## Sends an event to this state chart. The event will be passed to the innermost active state first and
## is then moving up in the tree until it is consumed. Events will trigger transitions and actions via emitted
## signals. There is no guarantee when the event will be processed. The state chart
## will process the event as soon as possible but there is no guarantee that the
## event will be fully processed when this method returns.
func send_event(event:StringName) -> void:
if not is_node_ready():
push_error("State chart is not yet ready. If you call `send_event` in _ready, please call it deferred, e.g. `state_chart.send_event.call_deferred(\"my_event\").")
return
if not is_instance_valid(_state):
push_error("State chart has no root state. Ignoring call to `send_event`.")
return
if warn_on_sending_unknown_events and event != "" and OS.is_debug_build() and not _valid_event_names.has(event):
push_warning("State chart does not have an event '", event , "' defined. Sending this event will do nothing.")
_queued_events.append(event)
if _locked_down:
return
_run_changes()
## Sets a property that can be used in expression guards. The property will be available as a global variable
## with the same name. E.g. if you set the property "foo" to 42, you can use the expression "foo == 42" in
## an expression guard.
func set_expression_property(name:StringName, value) -> void:
if not is_node_ready():
push_error("State chart is not yet ready. If you call `set_expression_property` in `_ready`, please call it deferred, e.g. `state_chart.set_expression_property.call_deferred(\"my_property\", 5).")
return
if not is_instance_valid(_state):
push_error("State chart has no root state. Ignoring call to `set_expression_property`.")
return
_expression_properties[name] = value
_property_change_pending = true
if not _locked_down:
_run_changes()
## Returns the value of a previously set expression property. If the property does not exist, the default value
## will be returned.
func get_expression_property(name:StringName, default:Variant = null) -> Variant:
return _expression_properties.get(name, default)
func _run_changes() -> void:
# enable the reentrance lock
_locked_down = true
while (not _queued_events.is_empty()) or _property_change_pending or _state_change_pending:
# We process stuff in this order:
# 1. State changes
if _state_change_pending:
_state_change_pending = false
_state._process_transitions(TriggerType.STATE_CHANGE)
# 2. Property changes
if _property_change_pending:
_property_change_pending = false
_state._process_transitions(TriggerType.PROPERTY_CHANGE)
# 3. Events
if not _queued_events.is_empty():
# process the next event
var next_event = _queued_events.pop_front()
event_received.emit(next_event)
_state._process_transitions(TriggerType.EVENT, next_event)
_locked_down = false
## Allows states to queue a transition for running. This will eventually run the transition
## once all currently running transitions have finished. States should call this method
## when they want to transition away from themselves.
func _run_transition(transition:Transition, source:StateChartState) -> void:
# Queue up the transition for running
_queued_transitions.append({transition : source})
# if we are currently inside of a transition, finish processing the queue so we
# get a predictable order. Queing can happen a state has an automatic transition on enter,
# or when a transition is triggered as part of a signal handler. In these cases, we want to
# finish the current transition before starting a new one because otherwise the transitions
# see really unpredictable state changes. In a sense, every transition is also a
# transaction that needs to be fully processed before the next one can start.
if _transitions_processing_active:
return
_run_queued_transitions()
## Runs all queued transitions until none are left. This also checks for infinite loops in transitions and
## ensures triggering guards on state changes.
func _run_queued_transitions() -> void:
_transitions_processing_active = true
var execution_count := 1
# if we still have transitions
while _queued_transitions.size() > 0:
var next_transition_entry = _queued_transitions.pop_front()
var next_transition = next_transition_entry.keys()[0]
var next_transition_source = next_transition_entry[next_transition]
_do_run_transition(next_transition, next_transition_source)
execution_count += 1
if execution_count > 100:
push_error("Infinite loop detected in transitions. Aborting. The state chart is now in an invalid state and no longer usable.")
break
_transitions_processing_active = false
# transitions trigger a state change which can in turn activate
# other transitions, so we need to handle these
if not _locked_down:
_run_changes()
## Runs the transition. Used internally by the state chart, do not call this directly.
func _do_run_transition(transition:Transition, source:StateChartState):
if source.active:
# Notify interested parties that the transition is about to be taken
transition.taken.emit()
source._handle_transition(transition, source)
_state_change_pending = true
else:
_warn_not_active(transition, source)
func _warn_not_active(transition:Transition, source:StateChartState):
push_warning("Ignoring request for transitioning from ", source.name, " to ", transition.to, " as the source state is no longer active. Check whether your trigger multiple state changes within a single frame.")
## Calls the `step` function in all active states. Used for situations where `state_processing` and
## `state_physics_processing` don't make sense (e.g. turn-based games, or games with a fixed timestep).
func step() -> void:
if not is_node_ready():
push_error("State chart is not yet ready. If you call `step` in `_ready`, please call it deferred, e.g. `state_chart.step.call_deferred()`.")
return
if not is_instance_valid(_state):
push_error("State chart has no root state. Ignoring call to `step`.")
return
_state._state_step()
func _get_configuration_warnings() -> PackedStringArray:
var warnings:PackedStringArray = []
if get_child_count() != 1:
warnings.append("StateChart must have exactly one child")
else:
var child:Node = get_child(0)
if not child is StateChartState:
warnings.append("StateChart's child must be a State")
return warnings